The team of East Front released a few news to their website with interesting screenshots and informations. Two good things: There working on a version for ET and a release is planned for this month!
Avoc reworked fueldump a bit, the map is npow set into a snowy silent-night scenario with christmas decoration. He also added a few extras into the map like new buildings and smaller changes for the map itself. Allies have to blow up a gigantic snowman instead of the fueldump.
UPDATE:
|>B<|Molotov released a scriptfix wich prevents the server is crashing when allies try to autospawn at CP, because some spawnplaces was missing. He added the missing spawnplaces and a few other minor tweaks from ETpro (like 2nd Axis spawn at the truck and a bit more).
Like always, the scriptfix is added into the downloadfile, so please download the map anew so you can add the fix to your server.
An abandoned area on the outskirts of Marrakech is the localization of the germans secret bank. There are missing gold bars which were lost by Allied forces during fights in the Northwest Africa. Now a new battle must take place to decide finally who becomes the new leader of World War 2!
The Axis are guarding a top secret chemical weapons laboratory working on equiping long range missles with deadly poisons, but most importantly it also houses the Germans first prototype of a nuclear bomb. The Allies must repair the old truck, infiltrate the facility and escort the nuke out to the truck and drive it safely to the allied line.
Two different scriptfixes:
axislab_final_docus.zip
Allies must steal a secret document indstead of a nuke
The sewers gate is not destructible to prevent a quick game end
axislab_final_nuke.zip
This pk3 fixes a scripting issue where the nuke can get stuck.
If you want use the fixes put the pk3 in the etmain directory OR use the mapscript in your mod's directory. |>B<|Molotov
The Axis forces are launching a counter offensive on the Island of Alderney. Axis must infiltrate the Allied forward command and destroy the radio before the Allies can call for reinforcements.
Well, not much to say. 11 objective maps and 18 fun maps, all with the more or less unique japanese style in look and gameplay. Check them out, I'm quite sure you'll find a map wich fits to your server.
In the Axis search for religous items they are on a quest to steal the "Christmas Star", the symbol of hope and joy! Allied intelligence has picked up this mission and are doing anything they can to prevent the Axis forces from stealing the "Christmas Star". If the Axis forces succeed in their quest then a whole world celebrating christmas will be in agony and that will drain their spirit on the battlefields, this will give the Axis forces a huge advantage in the war.
|>B<|Molotov made a fix that the town door is built from the beginning of the map to prevent that the map ends very fast.
Place the pk3 file into the etmain directory or add the mapscript to your server mapscript directory.
It's a race, to build your base! Steal Construction Materials from your enemy's base and secure them at the various 'Capture Pads' located in your team's base. Different capture pads correspond to different base constructions and upgrades, so be sure to think about where you secure your Construction Materials. Capture Pads can be used multiple times to upgrade constructions. Also, constructions can be 'synergized' by completing combinations of other constructions. The first team to complete all 40 constructions / upgrades or have the most completed when the timer runs out wins!
Daniel & Roland made an additional pk3 for this map:
Scoreboard changed for baserace_b3c Winterversion by |BS|Sunny
qConnect0r is a script that automatically generates a set of *.cfg-files from your favourite servers so that you can easily connect to them while being ingame without being forced to minimize or quit your game. Everyone who is sick of minimizing the game to copy & paste the new ip or completely shutting down the whole game to re-connect through a gameserver-browser needs it.
From saturday the 6th december 12 o'clock am (UTC+1) till sunday the 7th december 12 o'clock am (UTC+1) occures the first event in our FightNight series on our Psycho (etpub).
Fight with and against |bTc|, your friends and other players. Dispute for your team and your XP to become the "psycho". The three players with the highest experience points (XP) win fancy prizes.
Winnings:
First place:
welcome message on |bTc| server connect, t-shirt, package coffee, surprise egg
Second place:
t-shirt, surprise egg
Third place:
t-shirt
Members of |bTc| can't win. No bots! Well selected maps!
The Allies must infiltrate the Axis Oasis garrison to destroy two anti-tank guns: either through the Old City or a flooded cave system. The Axis must protect their anti-tank guns and repel the Allied raiders.
The mighty Axis shore battery 'Siegfried' is harassing Allied shipping in the Mediterranean. The Axis must protect Siegfried from Allied attempts at sabotage.
Chartwell, England, 1943. Axis have launched a surprise paratroop attack on Chartwell, the home of Winston Churchill, to steal the plans for the D-Day invasion.
This is a small map of 20 mins duration, centred on the Axis attempts to enter the house and obtain the plans, best for 6-16 players per team.
Changes:
Moved the CP to the other side of the map, giving the allies a better chance to defend it in the end game.
Also made most doors permanently open, to cut down on door slamming noises.
The alt-script mini pk3 has a revised script to autospawn the allies in the pavilion if the axis deliver the docs to the CP.
Gameplay:
Axis initially spawn at a building nearby, but they can quickly enable their paratroopers to attack by damaging the AA gun or the AA gun controls. With either of these out of action, the Axis spawn location is randomly changed to any location on the map for each Axis respawn. This allows the Axis team to attack from potentially any direction.
Allies need to repair both in order to force the Axis back to the original spawn.
The main Allied spawn is in the basement. There is an Allied-only flag in the pavilion, which if captured gives the Allies the option of spawning outside the house.
To get into the house, Axis must either dynamite the main entrance (non-repairable) or satchel either of the stairwell doors (repairable).
The Key must be taken from the ground floor dining room to the safe in the top floor study. To get into the study either of its doors must have been destroyed (one by dyna, one by satchel, both non-repairable).
On delivering the Key to the safe, the safe door opens and the Plans can be stolen. They must be taken to the Command Post in the grounds, and the Command Post built to secure an Axis victory.
Although all of the windows visible in picture 3 can be broken, getting out of the house with the Plans is a little trickier than it seems, as the broken windows are too narrow to jump through.
In this map Axis Cov Ops can set booby traps at the AA gun and AA gun controls in an effort to safeguard the paratroop attack from interruption. The booby traps are detonated if an unwary allied soldier touches the faint translucent white bar that reveals their presence. Allied Cov Ops can defuse the booby traps.
Axis have stashed a lot of gold in egypt. Allies have to get the tank and escort it all the way through egypt land. If they do, then they have to take the axis gold back and escape with the truck so the egyptians will have theire gold back.
Extra features:
Flying carpets instead of an elevator
Catapults
A ghost that will follow you in the long hallway
Fun sounds
Some scary things
I've played a lot with lights to get a good feeling in this map